If 'To Burn a Witch' is an indication of the general level of FRP's work, then they should be charging for this (and I'd gladly pay). The Adventure Seed is a an incredibly versatile and practical addition to a GM's virtual bookshelf. The writing is strong (and has a wry sense of humur) and the reader is left with a sense that there is no wasted space in the product (which weighs in at 13 pages). The underlying rationale for the product is a system-agnostic stats-less module which can provide an entire adventure. Whilst it does fit into the broader 'Moving Shadows' campaign, it can easily be played as a stand-alone experience.
Each segment is well-presented and I quite enjoyed the 'Dramatic Purpose' sidebars with each step of the module. The work as advertised - explicitly stating the purpose of each scene and what a GM should try to achieve with it. I feel that this is of use to novice and veteran GMS alike. The actual story of the module could be played out in a night or two and balances roleplaying and combat and has plenty of opportunities for the GM to personalise the experience. There is an unexpected twist which can be can be a source of great drama if foreshadowed well enough. Beyond that, I can't give too many other details without ruining the adventure.
I'd highly recommend this title, and if it is indicative of the general quality fo the Adventure Seed line, then I'd be keen to try them too.
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